my advanced boss / event battle arena design
conveyors move hearts, stars or etherian mana to the bunker
they can also reverse to slow enemies down
the etherian crystal mount has a toggle wall around it so direct attacks can be stopped (phase thru wall enemies can still get it)
the chest to the right is for storing extra etherian mana - if you open it outside the "olds ones army" event, the mana is gone
the teleport goes to a chamber attached to the nurses room, with a toggle wall that opens when you teleport (so the nurse isnt teleported to the arena!) - for bosses that dont freak if you teleport away, you can go full heal and come back quick
you can not fire off all those flame traps / geysers - 2/3 of them dont work (it limits total flame spawn) so most of those are intert
all the spike ball, dart traps and spear traps work fine
the spike balls are the deadly to have - they do 40 damage a hit on mobs and keep bouncing for a while. they can wipe out all low health enemies in short order
the bunker is that n shape around 2 target dummies
this one has toggle walls, but once you have the teleport rod, you dont need that
the platform hoik above the dummies is so your shots will go through the solid wall
melee projectiles, bullets, yoyos and other stuff goes...but large projectile magic shots might not
to use it you need the slime mount
activated it and hit jump - you will bounce between the dummies and bunker top endlessly
and this:
"Damaging an enemy with the Slime Mount will reset the player's invulnerability, meaning that they cannot take damage immediately after jumping on an enemy"
as long as bouncy-bounce off target dummies happens, you will *not* take damage
I built one in the dungeon (pre skeletron defeat) and found out it keeps sending dungeon guardians - to a max of 10
which I defeated...and it sent more
this invuln is perfect - unless something else hits a dummy
like moonlords floaty eye attacks
or anything that attacks through walls
my advanced boss / event battle arena design
conveyors move hearts, stars or etherian mana to the bunker
they can also reverse to slow enemies down
the etherian crystal mount has a toggle wall around it so direct attacks can be stopped (phase thru wall enemies can still get it)
the chest to the right is for storing extra etherian mana - if you open it outside the "olds ones army" event, the mana is gone
the teleport goes to a chamber attached to the nurses room, with a toggle wall that opens when you teleport (so the nurse isnt teleported to the arena!) - for bosses that dont freak if you teleport away, you can go full heal and come back quick
you can not fire off all those flame traps / geysers - 2/3 of them dont work (it limits total flame spawn) so most of those are intert
all the spike ball, dart traps and spear traps work fine
the spike balls are the deadly to have - they do 40 damage a hit on mobs and keep bouncing for a while. they can wipe out all low health enemies in short order
the bunker is that n shape around 2 target dummies
this one has toggle walls, but once you have the teleport rod, you dont need that
the platform hoik above the dummies is so your shots will go through the solid wall
melee projectiles, bullets, yoyos and other stuff goes...but large projectile magic shots might not
to use it you need the slime mount
activated it and hit jump - you will bounce between the dummies and bunker top endlessly
and this:
"Damaging an enemy with the Slime Mount will reset the player's invulnerability, meaning that they cannot take damage immediately after jumping on an enemy"
as long as bouncy-bounce off target dummies happens, you will *not* take damage
I built one in the dungeon (pre skeletron defeat) and found out it keeps sending dungeon guardians - to a max of 10
which I defeated...and it sent more
this invuln is perfect - unless something else hits a dummy
like moonlords floaty eye attacks
or anything that attacks through walls